Posts Tagged ‘poison’

Half-orc

Friday, November 23rd, 2001
  • Prime Requisite: Strength. Other Requirements: Constitution 9, or better.
  • Experience Bonus: 5% for Strength 13-15; 10% for Strength 16-18.
  • Hit Dice: 1d8 per level up to 9th level. Starting with 10th level, +2 hp per level and Constitution adjustments no longer apply.
  • Maximum Level: 12 (36, if optional rules are used.)
  • Armor: Any; shields permitted.
  • Weapons: Any.
  • Special Abilities: Fighter Maneuvers (Lance Attack and Set Spear vs. Charge maneuvers at 1st level; at 660,000 XP, Fighter Combat Options); extra languages (Orc and player’s choice of: Ogre or Goblin); infravision; Hear Noise; Detect by Smell

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Druid Spell List

Saturday, June 23rd, 2001

First Level

  1. Cure Light Wounds (Cleric 1)
  2. Detect Danger
  3. Faerie Fire
  4. Locate
  5. Predict Weather
  6. Purify Food and Water (Cleric 1)

Second Level

  1. Heat Metal
  2. Obscure
  3. Produce Fire
  4. Snake Charm (Cleric 2)
  5. Speak With Animal (Cleric 2)
  6. Warp Wood

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Elf Spell List

Saturday, June 23rd, 2001

First Level

  1. Charm Person (MU 1)
  2. Detect Magic (MU 1)
  3. Light (MU 1)
  4. Locate (Druid 1)
  5. Predict Weather (Druid 1)
  6. Read Languages (MU 1)
  7. Read Magic (MU 1)

Second Level

  1. Continual Light (MU 2)
  2. Detect Evil (MU 2)
  3. Entangle (MU 2)
  4. ESP (MU 2)
  5. Locate Object (MU 2)
  6. Obscure (Druid 2)
  7. Warp Wood (Druid 2)

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The Isle of Dread

Wednesday, May 30th, 2001

by BAHUMUTH

Duch Year: 982

The huge saber crashed against the center of the iron sword, throwing its holder back a few steps, and then again in an overhand strike. The tall, plate-mailed knight brought down his steel broadsword down with all his might. The muscular, dark-skinned island-man threw his crude sword to parry, catching the broadsword at its hilt.

The Kikapa island-man, although naked, was very seasoned with his hilt less sword. Comparatively, the knight, mailed in white satin-draped field plate, definitely held the advantage. The Kikapa allowed the knight to come in at him and then fell back against the weight of the knight, causing the knight to lose his balance. He then used this advantage by stopping the collapse of the armor on himself with his leg and then swiped his sword hard against the knight’s head.

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About Hollow World Creatures

Wednesday, May 23rd, 2001

Bugbears: Bugbears are very proud of being bugbears. They hold honor over anything else. Dying honorably is the best thing that could happen.Gnomes: Gnomes are insane little creatures. They talk so incredibly fast it’s very hard to understand them.

Goblins: Goblins keep themselves cleaner and better looking here. They are a bit cute and have a very low self-esteem and cringe at threats, still smiling. Many have become merchants.

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Handling Poison

Thursday, May 3rd, 2001

The purpose of this document is to provide the DM with a system for handling poisons that can be as complicated or as simple as desired. Different ways of handling poisons range from instant death (as found in the Dungeons and Dragons game) and the simple 1 point of damage per round (as found in video games like the Ultima series). These are both very simple, but not realistic ways of handling ALL poisons. Some games have cumbersome charts that still have their limitations. And even with a chart, poisons shouldn’t be completely random. So hopefully this document will help the DM come up with a satisfactory method of handling poisons. This is by no means a scientific analysis of poison or any attempt for reality. This is merely for game play. (more…)

Character Class Variations

Thursday, June 8th, 2000

This is based on the idea that players and the DM will build characters for a story line, not just to suit their gaming needs. In other words, characters should have some panache or style of their own. This means the items below are not rules but rather suggestions on how one might play his own character. The player should be able to freely choose to do this, these are not rule changes. The DM may want to offer “rewards” (some are described below, if you look closely). These rewards are not experience rewards, etc. but instead take the form of some sort of reward in the story, or “good luck.” For example, one reward for being an elf and not using your power to the fullest potential (as a ranger) is that you always seem to find food in the wilderness, you are able to befriend animals more easily (not attacked by bears), and you have a faithful pet (such as a dire wolf). And such rewards can increase as you go up level, because it’s one thing to start out as a “ranger” and then not keep up with it, but someone who has been a ranger for 9 levels should at least have a dire wolf to help him. Again, this is not a rule change.

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Magic Item Tables

Thursday, September 9th, 1999
1d100Sword
01-13sword+1, +3 vs dragons
14-26sword+1, +3 vs lycantheropes
27-39sword+1, +3 vs undead
40-49sword+1, +3 vs spellcasters
50-59sword+1, +3 vs regeneration
60-65sword+1, cure lt wounds 1/day
66-71sword+1, light 1/day
72-77sword+1, darkness 1/day
78-82sword+1, locate object 1/day
83-86sword+2, flames on command
87-90sword+2, charm person on hit
95-97sword+1, haste user 1/day
98-99sword+1, drain life energy (1d4+4)
100sword+1, wishes (1d4)
1d100Weapon
01-07dagger+1, +3 vs kobolds, goblins, orcs
08-20dagger+1, +3 vs elementals
15-21dagger+1, +3 vs enchanted
22-27mace+1, +4 vs undead
28-33war hammer+1, +4 vs dragons
34-39war hammer+1, +4 vs regeneration
40-45battle axe+1, +4 vs dragons
46-51battle axe+1, +4 vs giants
52-57battle axe+1, +4 vs kobolds, goblins, orcs
58-63polearm+1, +4 vs dragons
64-69polearm+1, +4 vs giants
70-73staff+1, read magic (unlimited)
74-77staff+1, detect magic (unlimited)
78-81mace+1, locate object 1/day
82-85mace+1, cure lt wounds 1/day
86-88whip+1, hold person on hit
89-91spear+2, light 1/day
92-94hand axe+2, double range
95-97war hammer+2, striking 1/day
98-99dagger+1, invisibility 1/day
100war hammer+3, boomerang
1d100Missile/Weapon
01-1420 arrows+1, +4 vs dragons
15-2220 arrows+1, +4 vs lycantheropes
23-3220 arrows+1, +4 vs regeneration
33-4220 arrows+1, +4 vs spellcasters
43-5220 arrows+1, +4 vs undead
53-6010 arrows+2, charm person on hit
61-6710 stones+2, hold person on hit
68-7410 arrows+2, flame (2d6 dmg)
75-8010 arrows+2, lightning (2d6 dmg)
81-8710 quarrels+3, leech (-1 hp/rnd)
88-91sling+1, +3 vs giants
92-94sling+1, +3 vs spellcasters
95-96crossbow+1, darkness on impact
97-98short bow+1, light on impact
99-100long bow+1, dispel magic on impact
1d100Armor
01-11shield+1, +3 vs breath
12-22shield+1, +3 vs spells
23-32shield+1, +3 vs paralysis/stone
33-42leather armor+1, +4 vs poison/death
43-52leather armor+1, +4 vs paralysis/stone
53-60plate mail+1, +3 vs breath
61-68plate mail+1, +3 vs spells
69-75plate mail+1, +3 vs paralysis/stone
76-81chain mail+1, +4 vs poison/death
80-83chain mail+1, +4 vs spells
84-87chain mail+1, +4 vs paralysis/stone
88-91shield+2, +5 vs breath
92-93shield+3
95-97chain mail+2, absorb 2 dmg/attack
98-99plate mail+2, absorb 2 dmg/attack
100leather armor+3, absorb 3 dmg/attack

Notes:

  • 1 in 20 chance of being cursed
  • Hold Person on hit: operates just like the spell, but there is no -2 penalty to save
  • Flame and lightning arrows turn into a bolt of flame or lightning when fired,doing 2d6 dmg.
  • Leech arrows do 1 hp/round after the initial strike until the arrow is removed or healing is applied.
  • Light/darkness on impact: if a creature is hit, he is the victim of the spell, and must save or be blinded.

Optional Rules for Classic Games

Monday, September 6th, 1999

Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. (more…)

Prudence Decor

Tuesday, September 24th, 1996

Prudence found herself in darkness and silence. A splinter of light split the abyss with a radiating warmth. What had been moist, dark, and cold was dispelled by an awesome power, giving a dry and warm light. Prudence drew her sword, the Luckblade, in preparation for what might come. Though she was in fear, she could sense that there was no danger here.

A misty cloud formed. At its center, a clear pool. Prudence gazed into its still waters, a forever deep baptismal font. She seached forward with her fingers. Their dance formed rings upon the water, disturbing the stillness. Within the waters she witnessed a cave amidst a grassy plain with but one tree directly in front of her. The tree was dry and withered with moss and fungi feeding off of it. Yet it stood. Entwined about it was a serpent who had sucked the life from it and from the man who now lay at the base of the tree.

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